CROSSROADS DRAGONS
Dear Reader!
Book that we begin to publish in this issue ZX revue
author sent us a long time. Very difficult for us to find the
possibility of its publication in book form a rather large
volume. On the other hand, the theme book, its perfect style,
versatile erudition of the author, his enthusiasm ... did not
allow us to sleep - this book was required to see the light!
And finally, there came a time when the decision was
made to substantial increase in the ZX REVIEW 1997!
It is with great pleasure to present the author:
Vladimir Leonidovich Ovechkin
and his book: PEREKRKSTOK Dragon
which we will publish during the 1997 ZX REVIEW and which, as we
seems to be decoration of his game section.
So put off all business, and sit back ... we start.
INTRODUCTION
It happened in those long ago days when programs were
small-premalenkimi, and computers for which they were intended -
big-very big and referred to a computer (computing
machines). Were those same computers are not only huge but also
terribly expensive but because they rarely met, worked round
the clock used to solve the most-the most serious problems and
were surrounded a veil of mystery and legends.
People serving these machines and components for them to program
anyone other than these unknown languages, were clever, and
preumnymi sereznymipresereznymi. They are very proud of our
rare profession, and were literally passionate about their
electronic monsters, sometimes not wanting to part with them
even on the weekend. And so it happened that pretty tired from
all sorts of arcane formulas and calculations, an eccentric
programmer in his spare time ■ not fame and money's sake a
pleasure to ■, took it and came up first in the world game
program, calling her a word Nemudrenye ■ Adventure ■ (■
Adventure ■). Since no computer graphics are not yet known,
rather than drawing this person used a brief verbal
descriptions of various places (and then they were called
locations), which could move ■ ■, giving the car or that
command. And that was not aimless wandering, he hid ■ ■ Playing
the set of all real and fantastic items that placed guard-guard
mythical monsters. His work programmer did not keep a secret
(honor and praise him for it!), and offered to Court
colleagues, and those in his leisure hours with a passion for
the search began. The idea is so much that she shared with
drugimiyu And so it went, and she went on and ...
Long since forgotten the name of the programmer. Long ago
turned from a computer huge electronic monsters in small,
personal and even home computers, who can not only be
considered at an incredible rate but even to draw, talk and
sing. How long have somewhere lost the very first version ■
Adventure ■. But the idea of a text game is not only not dead
but on the contrary gained immense power, embodied in hundreds
and thousands of different programs, with the most enormous
amount of programs written for our with you Small, cozy and
home-predomashnego Speccy. Subjects Adventure genre is
incredibly diverse. Here and traditional treasure hunt, and the
salvation of people, countries and even planets; all sorts of
detective stories and fantastic ... All even list hard, well
and about to tell you about all this in one go and not think
necessary. That is why in the book that you now hold in your
hands, it will go on just the most traditional adventyur ■ ■
things: a treasure hunt and various legendary items, for the
salvation of fabulous characters and fantastic States, that is,
that the term often referred to as D'D (Dungeons' Dragons =
Dungeons and Dragons). Due to this term there was also the
title of the book - ■ Crossroads Dragons ■. In all programs D'D
has one main character who you are and control. Goal of the
game is always concrete, and the way of achieving it depends
entirely on from the player. And do not do it without magic.
Are you interested in this? If - yes - something very much hope
that this book is even slightly useful to you, as someone to be
may help to discover a new, full of mysteries and adventure
world a world where the eternal struggle between good and evil,
you will always be on the good side. Well, who win in this
fight will depend on you and on you! Do not expect to find in
the descriptions of the answers to all questions raised by this
or a particular program - for it would release not one very
solid book. Here, for example, wrote about the program ■ The
Wrath of Magra ■ Journal ■ Sinclair User ■: ■ It's a huge game,
and not enough of a lifetime to fully pass it. ■ You can
dispute this view, but one of my friends (and quite highly
competent people in all sorts of computer games) spent for
several months on the game ■ Doomdark `s Revenge ■. In this
case, it all its wanderings are not lazy in this return made up
to go along the map. To date, time it takes to map an area of
over one square meter (each location marked on it with a
square of 1 cm 2), and the end game is not yet clear. Imagine
now that all his travels, he decided to describe in detail, add
this story about the most important puzzles and their
solutions, a dozen or tips small vocabulary - here's the
impressive tome Volume of several hundred pages. Only whether
or not to write such a work, and there is a his readers?
In general, the question needs a description of adventyurnym ■
■ programs is quite controversial. Anyway, that same friend of
mine is very categorically stated that the descriptions for
adventyurnyh games are not only unnecessary, but even harmful!
It is unlikely that he was right at 100%. If we turn to Western
journals or in our literature, computer games, we find much
evidence reverse. So let's not be too categorical:
descriptions, even very brief need at least because not all
programs have built-in instructions, and play without knowing
the ultimate goal, the occupation is not too interesting. Our
Western colleagues were easier - most software products fall
into their hands were in their composition colorful booklets in
which the authors of programs not only explains the ultimate
goal of the game, but gave some minimal clues, and sometimes,
if they found it necessary, printed even maps. Alas, in Russia
the market of software for the Spectrum developed entirely by
other laws, or rather, out of any laws on the protection
Copyright. That's why we're not only been deprived of booklets,
and even the programs themselves in their original form. Very
often, the game which we have been through so much use of
hands, and so many hackers ■ ■ bother over them, it hurts
sometimes to look at what's left of once excellent program.
What is more frequent at the hands of hackers suffered saver
programs and regulations (!). Here you have another one, alas,
not too gay, an argument in benefit descriptions.
However, too detailed descriptions, consisting of a continuum:
Go there, take it, do it - probably not really necessary. Think
themselves, because they not only take away a player no matter
what it may lead, but and simply kill all interest in the game,
depriving many interesting discoveries.
Precisely because of all these considerations, descriptions of
games placed in this book are of the nature of recommendations,
not dogma. Something they may seem akin ■ ■ debut electronic
journal spectrophone ■ ■. But this in no way not copying the
style of this, so beloved by many sinkleristami, magazine.
Probably just so happened historically that we have with them
in different ways came to the same conclusion - yes, describe
the game needed, but they need as a guide to action as a quick
reference, but in any case not as long and tedious savoring the
discoveries and achievements of the author's description!
Therefore, reading the book you will find a lot of unsolved
mysteries and unsolved problems. Many achievements and
discoveries made by the author, may you seem controversial, and
in some cases even leading to a deadlock. Well So what? Do not
like it? So choose your path! Each adventyura ■ ■ - a
especially your own adventure and you may pass it as deem it
necessary to refute, if so requested by the game, the views of
any authority. So look for their solutions are wrong, step back
and again go forward - This and only this meaning and value of
any ■ ■ adventyurnoy game. Even if you yourself do not cope
with some difficulties, answers to which will not be on these
pages, there is always the possibility consult with their
friends, and in extreme cases to apply to section ■ ■
Crossroads magazine ■ ZX-Revue ■. Incidentally, something
similar ■ ■ Crossroads was and western fans Speccy: for
example, under the heading ■ At The Sign of The Dancing Ogre ■
Magazine ■ Sinclair User ■ regularly published tips for
overcoming the most difficult situations programs Adventure,
opening the most stubborn researchers games of this genre,
questions, put their initials to a standstill, not only
players, but the authors of the magazine. Now the possibility
of Collective struggle with the problems of Adventure is in our
country, so why should not she take advantage of, if not think
of any other way? Incidentally, while writing this book (and it
was conceived as the fruit of collective creativity, rather
than as a solo piece), and fought until the author ■ ■ where
abundance of information, and where its shortages, was born on
another idea: why do not make a book similar in essence already
mentioned Crossroads ■ ■? If this idea will find you have a
response, try to maintain its specific actions - send in
Inforkom ■ ■ (address, if you do not know yet, we can found at
the end of the book) with your letter ■ ■ adventyurnymi
discoveries, challenges, unsolved mysteries. Useful and maps of
your travels, and dictionaries and games whatever you think
will be useful the rest adventyurschikam ■ ■. A your
information quickly came to the right place do not forget to an
envelope marked - ■ Crossroads Dragons ■. Then, perhaps, common
efforts see the light of any ■ Star Junction ■, ■ Crossroad 2 ■
dragons or something similar, and hopefully much better! In
addition to descriptions of specific gaming software, the book
you will find a page dedicated to such common to all ■ ■
adventyur issues as the need and how to draw maps of the
playing area, search for a dictionary program; ■ ■ immortality,
etc. And for those who have already become narrow scope of
foreign adventure and want to create something of their own,
peculiar and beautiful, is a small section of advanced software
applications for creating ■ ■ adventyurnyh games. Ibid you will
find some, hopefully not useless for beginners tips. In the
final part of the book is a list of adventyurnyh ■ ■ programs
indication (where this was possible) the issuing firms,
estimated estimate of games on a scale and an indication of the
literature published in Russia (Including electronic journals)
in which you can find information on these programs. References
given a separate table, and order number of relevant figures in
Column ■ ■ Literature Table ■ Adventure Software ■.
A few words about the evaluation of programs. First tried to
somehow cope with this problem British journal ■ Sinclair User
■, typing in the published monthly on its pages directory
software ■ Software Column Directory ■ ■ Gilbert Factor ■ (■
Gilbert Factor ■). This evaluation based on the following: a
clear description, performance, convenience management;
originality, the ability to save the current state of games;
quality graphics and sound; fixing the best results. Its name
Gilbert Factor was named magazine columnist John Gilbert (John
Gilbert), who came up with this estimate. In this book,
attempted to assess ■ ■ adventyurnye program on the same
criteria. The author tried to be obektinym, and wherever
possible preserved assessment data at one time by John Gilbert.
In those cases where information about a particular program was
insufficient or contradictory, the assessment was not present.
For more illustrative estimates, we can take advantage of this
so here's a poster:
■ ■ adventyurnaya beautiful game
Good game and good to play in it
Normal, well-made, ■ ■ adventyura
The game does not deserve special attention
Without this game, you can very well do
Do not confuse age programs, which are described in the book -
older games do not happen, just as there are no old books.
Remember ■ hide ■, ■ salochki ■ - they played your
grandparents, but you did not played? Well, the book: one of
you did not read Kolobok ■ ■ ■ or Golden Key ■? C computer ■ ■
adventyurami situation is very, very similar: grand-
grandmother in them, though, did not play, but still alive
Speccy, King Arthur, viking Eric, the hobbit Bilbo Baggins and
their other characters will live on not aging the screens of
our worldly-wise monitors!
Do not be surprised that the words adventyura ■ ■ and ■ ■
adventyurny in the text books will be quoted. It is in this
transcription, the term came into our life from the pages of
the magazine ■ ZX-Revue ■, but Indeed the English word ■
Adventure ■ sounds a bit different, and that our terminology is
not cut hearing the supporters of pure English, let adventyura
■ ■ and ■ ■ adventyurny be in quotes.
Try not to confuse the browser magazine ■ Sinclair User ■ ■
John Gilbert of the most famous ■ cracker programs for
Spectrum, Bill Gilbert (Bill Gilbert). C ■ ■ of creations you
probably already encountered and will encounter again and
again, each time remembering it is not the best words for
mercilessly mangled by the program.
The fact that most of the programs described in the book were
published in 1984 1986g.g. more regularity than a coincidence.
First, during this period experienced the peak of its Spectrum
popularity in the West, and new programs for it to appear
almost every day. Secondly, description of programs coming out
from 1987., have repeatedly met in the domestic computer
literature, since that time Spectrum has already moved to
Russia, and the authors descriptions always preferred programs,
novelties. So it happened that most little-known, we proved
program 1982-1986.
DUNGEONS 'DRAGONS
ADVENTURE 1
Adventures 1
1982 Abersoft
"Perhaps there is a paradise, and certainly - hell.
But we belong here. Is not it brother? "
Redyard Kipling ■ ■ end of the road
This ancient ■ ■ program has repeatedly appealed to the books,
but alas, more translation of the built-in game instructions
(INST), information (INFO) and assistance (HELP) it never went
down, which is a pity! The author managed to create in her
surprisingly harmonious fantasy world, once coming into contact
with that already difficult to be detached. And if you bargain
for everything else, and fan this genre of literature as
Fantasy, then your fate sealed - again and again you will
embark on a journey to the mysterious underground Adventure 1
and, perhaps, not so much in search of treasure, whose presence
is the ultimate goal games, but in an effort to resolve
mysteries of this incredible tale of the world. K A P T A 1
And so, you're standing at the end of the road (End of a road).
Around the forest, and before you small brick house, near
which, rushing into a deep ravine, flowing fast stream.
Somewhere very close by are the great treasures hidden in the
huge cave, but how to find the cave - a great mystery, for
those who either goes in search of underground riches, back has
never returned. In order not to repeat the fate of
predecessors, let's tackle the case thoroughly and, most
importantly, let us not hurry. To get started and carried out
the first a perfectly natural desire - to enter the house.
Since he does not shut up, do it quite simple: type IN, then
press ENTER - and you're inside (Inside building). And here is
the first findings: a large bunch of keys (a large set of
KEYS), shiny brass lamp (a shiny brass LAMP), a little good
food (some tasty FOOD) and a bottle of water (a BOTTle of
water). Do not try to grab all (TAKE ALL): first - it did not
work, and secondly - "Load" your very limited (7 items), and it
certainly will something to throw in the wrong place. Take only
what you need - keys (TAKE KEYS) and a lamp (TAKE LAMP). Now
you can leave the house (OUT) and hit the road, but before you
do this, note that description of the location of a room called
the perfect place for a "big jump "(Large spring). While these
words to you mean nothing, but rest assured, very soon their
meaning will become clearer and you'll appreciate the hint.
Again faced with a house, you could go on all four sides: a
walk on the road, go into the woods, down into the ravine and
was knocked back to the house. You may even can not imagine how
many travelers have not been able to escape this vicious
circle. But look at the first card, and you can easily find
right path. Directly from the house should go down into the
ravine (GULLy) and go down the creek (DOWN), while the path is
no obstacle to the rock. Stream is lost here, diving into
2-inch the gap between the stones (2-inch slit in the rock),
but he's already brought you the right way. Climb the rock
(ROCK), and you find yourself in a dark cavity surrounded by
cliffs 20futovymi (20-foot depression). Under the feet of dirt
champs, and straight into it rests on sturdy steel grille
installed in the concrete foundation and locked in the safe
lock. Start up in business keys (OPEN), and when the grating
will come in the resulting passage (IN). You will find yourself
in a small room (Small chamber), where low stone manhole going
to the west begins underground. A few steps forward (W), and
you occur in the pitch darkness. Move to the touch is not worth
it: with a probability 100% grohnetes on the first hole and
broke all the bones. For the first time (and even the second,
but not anymore!) program will forgive you this mistake and
restore life, but path will have to start from scratch. To
avoid such consequences enough to light the lamp (ON), but in
the future recommend that before make a risky move, to save the
current state of play with command SAVE.
Turn on the lamp and looking around (LOOK), you will find
yourself crawling on the cobblestones low-pass (Low passage).
Be sure to take lying near a small cage (TAKE CAGE) and continue
west (W).
The next location - the ruins of the room (Debris room). That
moment has arrived solve the mystery of the "big jump": the
magic word XYZY, writing on the wall being recruited from the
keyboard and entered by pressing ENTER, allows instantly move
from the ruins of a room in a brick house or molenky back.
Truth while the needs in such a move yet, but the most
impatient and distrustful can check the reliability of magic.
Pursuing experiments with teleportation, do not forget lying in
the same room trehfutovy black rod with a rusty star at the end
(TAKE ROD) and then go further west (W). And one more detail,
which can be useful in the future: in the description of Debris
room mentions low wide passage paved with cobblestones and
sealed tube of mud and debris - can you find a way to
disassemble this plug? K A P T A 2
The path lies in a dirty and dangerous canyon (see map 2) where
you will meeting with the first of the underground dwellers.
Alas, a dwarf walking near the canyon, just not happy meeting -
he threw you in my little hatchet, missed, Messy swore and ran
to hide in an unknown direction. Well, take an ax and go
straight to the west (W). Canyon will be over soon and you will
get a great high room tridtsatifutovye whose walls resemble
frozen orange river. Here be sure to catch a small bird singing
merrily. Those who have followed our advice to do so would be
quite easy: just learn from their luggage rod (DROP ROD) and
poultry can be taken with bare hands (TAKE BIRD). All other
ways of catching this feathered creation doomed to failure. He
coped with the bird and making sure with the command INVE, it
safely placed in a cage, go further west (W) and you will be in
end of the passage, where finally able to change direction,
Downstairs (DOWN or simply D) through a small break, expiring
meet travelers mist. Here is a huge hall, which stretches far
to the west, but try to go to this direction (W), you
immediately run into a wide cleft, which is not will not do any
jumping. May try to invent any The original method of crossing,
and if you do not manage, then at least bring, lying near the
cleft, a small eastern flute (TAKE FLUTe) and return back a
little (E) and check the two possible options for the path.
Through a cleft in the south wall (S) can get into the low
room, where is the first of the treasures - a huge gold nugget
(a large gold NUGGet). Clumsy writing on the wall warns that
nugget you do not do a single step. Indeed, taking the gold
(TAKE NUGGet) and tried to go back (N), you fail. In such
situations have to face more than once, So remember once and
for all: in a tangled underworld Adventure 1, if you are logged
somewhere in the north, it does not mean that output will be in
the south. Therefore, do not panic, look out, and sooner or
later it will be. In this case, return to the great hall (and,
along with the nugget) provides Team LEAVe (leave).
But now a new attack - pull gold up the stairs (UP) will fail
although without him do it - no problem. Need to explore the
latest rest of the way - to the north (N or STAIr). Having
decided on this step, you will get to Hall of the Mountain
King, from all sides at odds a lot of passes, but all of them
(Except reverse) blocking, roused by the appearance of a giant
vyshim green snakes. Can not try to hit the snake with an ax or
cast a spell on his game the flute, it's better to release the
bird (DROP BIRD): it will fly like the wind a monster and make
him flee. Now we advise to go to the north (N). Double
repeating this course you will first in the low-pass north /
south and then in a huge room. This room notable for the huge
signs Y2, inscribed on a rock in its center and reaching
clearly whence a voice that speaks only one word: "PLUGH". If
you dare to repeat that word (that is, enter it with the
keyboard), then no time will be transferred into a well-known
to you a house (remember, you took it equipment before the
start of the campaign?). There you can leave the gold, and
those items which in your opinion is not yet needed, and then
typing or XYZY PLUGh, without Labour back in accordance with
these magic words place the cave. Well, the first treasures
were found and taken to a safe place. Not you think it's time
to begin to act independently? Do not forget program is called
Adventure1 (Adventure 1), and what will it be adventure, if you
go all the time holding on to someone else, even a very
reliable, hand. It is for these reasons, the description of the
game, starting with this place changes its nature: no longer
will be detailed recommendations for each step of a player, but
maps of the locations will remain at your disposal as well as
brief descriptions of the most intricate places and some of his
secret puzzles.
Low window
Low window
Low window with a height of 50 feet looks at a giant basin,
stretching to the horizon. The bottom of the hollow shroud
pieces of white fog condensing on the right. Footprints on the
dusty floor near the window show that recently there someone
has visited. Right outside the window, at a distance of 25 feet
kakihnibud, lit another, very similar to yours, a window of
some room, and there staring at you waving figure of a ghost.
In this location you can reach not only because of the huge
room with the inscription "Y2" in stone, but from a secret
canyon, however, in a secret canyon of a room with low-pass
window is far from always. Until it received only one again: if
hitting randomly from a secret canyon to a low window, I
accidentally gave command W, and suddenly found himself again
in a secret canyon - to repeat the trick with other
circumstances could not. Through the window you can certainly
get into the valley or get to the window on the contrary, but
how is still unknown.
Jumble of rock with cracks everywhere
Chaos rocks and cracks
This place is remarkable, perhaps, only by the fact that enter
into it very simply, and Here you can get only by using the
ASCE. In this case, you will do is not there, where they were
before they inadvertently wandered into a chaos of rocks and
crevices.
Secret canyon
Secret Canyon
You can get here in three ways:
1 - from a secret canyon N / S;
2 - randomly from locations Bedquilt (Fragmentary base - see
map 3); 3 - if you're lucky, ranging from Low window (Low box -
see above).
Low N / S passage
Low pass N / S
Here is one of the treasures - bars of silver (silver BARS).
And here You can through a hole in the floor to move into a
dirty dilapidated passage (Dirty broken passage - see map 3).
South side chamber
The south side of the hall
Here is one of the treasures - a very beautiful jewels (Precious
JEWEllery).
Large stalactites
Giant stalactites
Very peculiar place: huge stalactites from the roof to stretch
the floor, and if you managed to jump off or something on
another walk down the them down you find yourself in a
completely black spot - a maze of small passages (Maze of
twisty little passages) - and get out unlikely to be able.
West side chamber of the hall of the mountain King
The western side of the hall of King Mountain
Take away the rare coins (lots of rare COINs).
Maze of twisty little passages
Maze of small passages
If fate will lead you into a maze of small passages, to get out
of it will be almost impossible: where no attempt to roll
everywhere will see a thing same - as like as two peas in a pod
small passages, bound unthinkable manner.
West end of hall of mists
The western end of the hall fog
Hence, in any case do not go to the south (S) - fall into a
maze of small passes (Maze of twisty little passages) and will
stay there forever!
West side of the fissure in the hall of mists
The western side of the crack in the room mist
Take the diamonds are here (several DIAMonds) and if you can,
cross the crack, and not be able - to go back, because
another way is not here.
K A P T A 3
Dirty broken passage
Dirty dilapidated passage
Here begins the card 3, and from here you can return to card 2
(UP).
Arched hall
Vaulted hall
Up to the east of here is the passage of the coral (coral
passage), which, though and filled up the debris (try to find a
way to unearth this passage!), but not in able to keep the
smell of the sea, steeped in the whole air of the hall.
Large room carved out of sedimentary rock
Big room, cut off the cliff settled
The floor and walls of the room set buried in the stone
fragments of shells, and the middle of it stands a huge clam
shell in a tightly closed (an enormous CLAM with its shell
tightly closed). And do not hide behind a flap giant sink any
of the treasure, well at least the pearl? Not possible that the
wreckage of shells embedded in the floor and walls may be
something interesting. We were trying to break a conch shell
(BREAK) - nothing happened, no enough strength. Attempt to take
shellfish and make it out of the room, too, was unsuccessful -
the size of the shell (5 feet) did not allow her to squeeze
through narrow passage.
Large room full of dusty rocks
The large room full of small stones
Those who come here in the usual way, or suddenly be
transferred from location Bedquilt, may be more closely inspect
the cracks (cracks), which found there at every step.
Bottom of small pit
Bottom of small pits
In the pit flows a tiny stream, appearing and disappearing
through the cracks no wider than two inches. Crawl through
small holes you are unlikely to succeed, but Water stream may
someday prove useful.
Complex junction
Comprehensive site
Strange but true - despite the large number of converging here
passes, the air in the room is different stiffness and musty.
Ante room
Hallway
In this location you can enter from a complex site, or
accidentally fall out Bedquilt. In either case you will see
traces of the recent excavation and hovering in the air, the
inscription: "The cave leading under the main building is far
away. Proceed at your own risk. (Company "Witt Construction")
". Here you can get hold of a few issues of the journal
"Spelunker News "(a few issues of" Spelunker News "MAGAzine),
but here's what they do, Nobody will tell.
Large low room
A large low room
Getting here is difficult, but vital, as it is here
start a very interesting parts of the underground labyrinth.
The easiest way to entrance into a large low room to try to use
the features of location Bedquilt.
Bedquilt
Fragmentary base
Very, very strange room is a long
pierced holes pass the long, from west to east. To get
hence the need to randomly give commands N, S, D, and UP. But
you never know in advance where you will be after this - all
subject to chance. Well at least, that the number of locations
where you can find yourself limited. On the map, these
locations are marked with *. Traveling to this location, do not
despair when the computer over and over again will report: "You
are crawling in the crawl on a fairly narrow lazu and is again
in the main aisle, "- sooner or later, somewhere yeah crawls.
One side large deep chasm
Edge of a huge deep chasm
Out of the canyon rises a thick white mist, hiding all that is
on the other side. Stretched over an abyss rickety wooden
bridge, and at the entrance to He is a troll demanding payment
for passage. Reaffirms the legitimacy of its claims sign:
"Stop!" Pay the troll! ". As the board fits any of the
treasures, but you do not lose only the treasures, but also
points that are awarded for it. Therefore it is better just to
pay for passage to use the golden eggs (golden EGGS) from
location Giant room (Giant Room - see map 4). The main
advantage of these eggs lies in the fact that the magic words -
fee fie foe foo - they can be returned to gigantic room. By the
way, do not rush to the bridge, better try again to get the
golden egg, because for a return pass over the bridge will also
have to pay. Manipulations with the magic words when you return
must repeat, and Only then will we take the eggs for a third
time and finally, as Treasures include the house.
All this requires a lot of patience, but other options are
crossing with the loss of any treasure or, worse,
life-threatening. Try to kill the guardians of the bridge do
not advise, they are much more cool, more and experienced any
lover of free crossings. I must admit, I once tried to
zapustitt ax to troll, but he deftly caught it, carefully
examined and flung back, casually remarking that this thing was
done soundly, but payment of passage over the bridge it is not
enough.
Oriental room
Room in oriental style
The walls of this cave covers an ancient Oriental paintings,
but it should interest you in the first place, while standing
in a room, a precious vase Ming (Precious Ming VASE), which is
still one of those treasures that you seek.
Wide path around a large cavern
Wide road around a large cavern
Wide road runs along the outer edge of a huge cavern. Bottom
through dense white fog heard a suspicious splash (whatever
that might mean?). Mist rising from the bottom, goes through a
crack in the ceiling.
Alcove
Niche
From a niche to the east is a very narrow tunnel, and it seems
that the further he becomes even narrower. Make sure you take a
chance and try to squeeze ahead (E), at least in order to
determine the source of piercing dark out light.
Alas, if you have with them have any items, almost all of them
have leave in a niche, and even with the lamp should
temporarily give up, otherwise the tunnel is not climb.
Small chamber
Small camera
Small camera illuminated dark green reaching clear
where. In the north-east (NE) leaves a dark corridor, but what
lies behind them You can find out just having a istachnik light
bulb and remained in a recess of about the road - here's one
more zadachka nous. If not cope with it, then maybe just a
little you will comfort, located in the chamber, another jewel
- an emerald the size of a large egg (EMERald the size of
provers egg), - Take it and return back.
K A P T A 4
Room whose walls resemble swiss cheese
Room with walls like Swiss cheese
Part of the premises occupied by a giant block of rock and the
walls are reminiscent of Swiss cheese, but how can you use both?
Soft room
Quiet Room
The walls are hidden behind thick curtains, floor covering nappy
carpet and the moss hanging from the ceiling. The atmosphere is
indescribable. In memory of this place, going, you can take
with a small velvet pillow (a small velvet PILLow) - it can
hardly be considered treasure (though not bad check, and in
this regard), but it is quite useful can.
Not be amiss to examine the walls, floor and ceiling of the
room - and suddenly something behind the soft tissues.
West end of the twopit room
The western end of the room of two wells
The wall over the pit there is a pretty big hole, but to reach
it impossible. But you can descend into the pit, where you'll
find something very interesting (see description of location
Bottom of the western pit).
Bottom of the western pit
The bottom of the western pit
A tiny germ (a tiny little plant), to break through the rocks
on the bottom of the pit, plaintive whispers: "Water, water
,..." If you are a reasonably prudent and took along with him
from home a bottle of water, try watering the plant (DROP
WATEr), and right on your eyes from a tiny germ, it will turn
into a 12-foot Beanstalk insistent blaring: "Water!" Water! "
But the bottle is empty - nothing to be done, will go to fetch
water to underground tank (location Edge of a large underground
reservoir) and again watered plants. After that, a giant stalk
make it to the hole in the wall, and you be able to climb up
(CLIMb).
East end of the twopit room
Eastern end of the room of two wells
Floor littered with small fragments of stone that allows you to
easily descend into the pit and just as easily get out of them.
But you can not do it - All the wells easily bypassed. Within
the walls of many holes, but only one of them large enough to
through it could go. This hole is located above pit at the west
end of the room, but, alas, at such a height that it is
impossible to reach.
Notice the hole near where you stand (see description of
location Bottom of the eastern pit).
Bottom of the eastern pit
The bottom of the eastern pit
In the corner at the bottom of the pit is a small puddle of oil
(a small pool of OIL).
Large low circular chamber
A large low circular chamber
Floor littered with collapsed ceiling slabs of stone. To the
east and west here are huge corridors, but they are overwhelmed
by large boulders. Low small passageways leading to the north
and south, and south very soon folds to the west, skirting
boulders. Note that in this room has a secret passage, which is
not mentioned in the description of location: a team of UP (up)
allow you to take advantage of this move.
Secret canyon
Secret Canyon
Canyon has exits to the north and east. From the north you come
and easily can go back, but the path to the east is blocking a
huge green dragon. He stretched out on the imposingly
magnificent Persian rug (a persian RUG) and better not try to
slip by unnoticed - nothing happens. Axe will not help cope
with the hideous reptile - it bounces off thick scales of a
dragon, not the reason for that harm. If you'll risk play the
flute, the dragon who hates music, out of steam jet of flame
and burn the carpet, which is certainly could be ranked as the
number of underground treasures.
Try to experiment with the already proven weapon against
Dragons - a brave little bird. We have it did not work out, but
can have you come out. Well, if there is no need to invent
something new, very much enticing passage, blocking the dragon.
N / S canyon about 25 feet across
Canyon north / south width of 25 feet
Paul wrapped up the current from the north to the white mist.
Walls go up by more than a hundred feet. In the middle of the
canyon parallel to the walls, hanging frightening the size of
two-way mirror, as enshrined somewhere in the inaccessible view
heights. The mirror is likely to belong to the dwarves,
different excessive vanity. At the far end of the canyon, at an
altitude of about 40 feet can see a small window.
Edge of a large underground reservoir
Edge of a large underground tank
Of water raised dense clouds of white mist, filling the entire
huge cave, and quickly rising up. With a height of about ten
feet straight over your head, falling into the lake water flow.
He noisily divided spray somewhere at the bottom among the mist.
Giant room
Giant room
Dimensions of the room is so large that light can not illuminate
ceiling, but on the floor you can see the nest of golden eggs
(a nest of golden EGGS), and on the west wall, someone scrawled
the magic words: "FEE FIE FOE FOO ". Take the golden eggs, but
not in a hurry to carry them home as their first can and should
be used to pay for crossing the chasm (sm.opisanie location One
side large deep chasm).
Immense N / S passage
Huge passage north / south
The path to the north blocks huge, rusty iron door, which
can not open it does not pre-lubricated hinges. Therefore, if
you have not yet dumped somewhere in a bottle from under the
water, go into the room of two wells and at the bottom eastern
pit (Bottom of the eastern pit), type in her oil (TAKE OIL),
and then Lubricate door hinges (DROP OIL) - pass to the north
will be opened ..
Manificent cavern
The magnificent cave
Fast Stream runs through the cave, and sparkling waterfall
crashes down in roaring maelstrom, leaving a hole in the floor.
Here is one of the sought treasures - Gem
trident (a jewel-encrusted TRIDent). Maybe this thing can be
used for other purposes - for example, to fight the dragon in
the location Secret canyon (Map 4), or a bear in Barren room
(Map 5).
Top of a steep incline
The top of a steep slope
Hence, down (D) is the shortest path in a large low room (Map 3,
location Large low room), ie ultimately to the house - the
place where you collect the found treasure. But just in case,
remember that back in the same through the pass will fail.
K A P T A 5
Far side of the chasm
The opposite side of the abyss
On this side of a precipice near the bridge, too, is a troll
will be charged pass - I hope you do not forget to grab a
second time from the location of Giant room (see map 4) golden
eggs (golden EGGS) to pay for the return pass.
Long E / W corridor
A long corridor east / west
Nothing remarkable in this corridor there, but the distance is
heard a faint thunder do not bode well.
The path forks here
Fork
As the distance from the bridge crashing growing suspicious,
and he goes, seems to northeast (NE).
The walls are quit warm here
Warm wall
The walls of this cave is very warm, and the noise coming from
the northern reaches of this forces, that everything shakes
him. It is unlikely that one should go in that direction,
though and there is a fairly wide passage. Better in low to
select into a manhole East (E).
Small chamber filled with large boulders
A small room littered with huge boulders
The whole hall littered with boulders. Air in the room
unbearably hot and stuffy hot walls. Quickly take being here a
set of very rare spices (some very rare SPICes) and get out
earlier.
038 view
Peyzzh 038
Far below see the volcano, the crater of which, cast into the
deep, flowing streams of molten lava. On your right, from
sulfur lake in the center of infertile Islands in a cloud of
scalding steam continuously erupting geyser. Distant right wall
of the giant hall brilliantly lit by itself, giving additional
diabolical flavor this already hellish picture. Nowhere to be
seen no passages, moreover, by which you came here.
Gently sloping N / S passage
Strange limestone passageway north / south
In the limestone walls of the passage has lots of very strange
insertions which are not harmful to be studied more closely.
Entrance to a large barren room
Log into the huge empty room
Can I take an empty room in which resides the cave bear? About
the presence of this beast alerts sign above the entrance, and
bear the following location actually is, but the fact remains:
in the description of room for some reason, called a blank.
Barren room
Empty Room
Center of the room is really empty except for dust, which
clearly visible traces of lead into the far corner, staring at
you from the fierce cave bear, chained to the wall of a gold
chain (golden CHAIn). We were unable to get a gold chain:
- Ax running into a bear does not hit the target and fell so
badly that get it proved impossible;
- Prsto grab tset (TAKE CHAIn) and open it and then take the
(OPEN CHAIn then TAKE CHAIn) failed too, and in the first case,
his legs were suspiciously wet.
DICTIONARY
A
ACROss
VIA (for example -
jump across the chasm)
AWKWard
DANGEROUS
ASCE
LIFTING
AXE
AXE
B
BACK
BACK
BIRD
BIRD
BARRen
BLANK
BOTTle
BOTTom
BOTTLE
BOTTOM
BARS
Bars
BREAk
SCRAP
BATTle
BATTer
Fight, battle
Beat, beat
BROKen
BROKEN,
DESTROYED
BEAR
BEAR
BUILding
BUILDING, HOUSE
BED
CHANNEL
C
CAGE
CELL
CLIMb
Climbing
CANYon
CANYON
COBBle
Cobblestone
CARPet
CARPET
COIN
COIN
CAVE
CAVE
CONTinue
CONTINUE (CR)
CHAIn
CIRCUIT
CRACk
CRACK
CHASm
Chasm
CRAWl
LAZ, crawl
CHESt
CHEST
CROSsover
CROSSING
CLAM
Mollusks
D
DARK
DARKNESS
DOOR
DOOR
DEBRis
The ruins,
Fragments
Down
DOWN
DEPRession
DEPRESSION
DRAGon
DRAGON
DESCend
DOWN
DRAWing
PAINTINGS
DIAMond
DIAMOND
DROP
LEAVE, Throwing
DOME
DOME, REDD
DWARf
GNOME
E
East
move east
ENTEr
LOGIN
EGG
EGG
ENTRance
LOG IN
EMERald
EMERALD
EXIT
EXIT
F
FIGUre
FIGURE
FOOD
FOOD
FISSure
Cleft
FOREst
FOREST
FLOOr
POL
FORK
BRANCHED
FLUTe
FLUTE
FORWard
Forward, forward
G
GIANt
GIANT
GRATe
GRILLE
GEYSer
GEYSER
GULLy
VALLEY, ravine
GOLD
GOLD
H
HALL
HALL
HOLE
HOLE, HOLE
HELP
Call TIPS
HOUSe
HOME
HILL
HILL
I
INFOrmation
call
INFORMATION about
game
INto
LOGIN
INSTruction
Call summary
INSTRUCTIONS
INVEntory
display
LIST OF ITEMS
J
JEWEllery
JEWELLERY
JUG
JUG
JUMP
Jump, Jump
K
KEY
KEY
KNIFe
(KNIVes)
KNIFE (KNIVES)
L
LAMP
LAMP
LOOK
VIEW (vb)
LANTern
LAMP
LOW
LOW
LEAVe
LEAVes
LEAVE
LEAVES
LEFT
LEFT
M
MACHine
MECHANISM
MACHINE
MING VASE
VASE Ming
MAGAzine
MAGAZINE
MIRRor
MIRROR
MAIN
MAIN
MOSS
MOX
MESS
MESSage
MESSenger
DISORDER
MESSAGE
HERALD,
MESSENGER
N
NEST
NEST
NUGGet
Nugget
North
move to the north;
intermediate. directions - NW, NE
NULLah
The ravine, river-bed,
CREEK
NOWHere
ANYWHERE, ANYWHERE
O
OFF
OFF
ORIEntal
EAST
OIL
OIL
OUT
QUIT
ON
ON (lamp and
etc.)
OVER
EXCESS (y), NAD
ONWA
ON, AHEAD
OYSTer
Oysters
OPEN
OPEN
P
PASSage
PASSAGE
PLANt
SPROUT
PEARl
PEARL
PLAT
PLATe
MAP, AREA
Land
DISHES, PLATE
PILLow
CUSHION
PLUGh
magic word for
THE BIG LEAP
PIRAte
PIRATE
PYRAmid
PYRAMID
PIT
JMA
R
RESErvoir
RESEmble
TANK
Hiking, reminiscent
Th
ROAD
ROAD
RESTore
RESTORE
neokonch. game
ROCK
ROCK
RETRograde
Fall back
ROD
Wand
RETUrn
BACK
ROOM
ROOM
RIGHt
RIGHT
RUG
CARPET
S
SAVE
SAVE
current. state
Games
SNAKe
SNAKE
SCORe
Image
Scores
South
Move to the south;
Intermediate.
directions: SW, SE
SECRet
SECRET,
SECRET
SPICes
SPICES
SHADowy
figure
GHOST
STAIrway
LADDER
SHELl
SHELL
STALactite
STALk
Stalactite
STEM
SILVer
SILVER
STEP
STEP
SLAB
Flagstone
STREam
CREEK, STREAM
SLIT
Gap
SURFace
SURFACE
T
TABLe
TABLet
TABLE PLATE
TABLETS
TRIDent
Trident
TAKE
TAKE
TROLl
TROLL
THROw
Chunk
TUNNel
TUNNEL
U
Up
UP
V
VALLey
VALLEY
VIEW
VIEW, VIEW,
LANDSCAPE
VASE
VASE
VOLCano
VOLCANO
VENDer
DEALER
W
WALL
WALL
West
move west
WATEr
(H2O)
WATER
WINDow
WINDOW
X
XYZY
magic word for
LARGE
LEAP
* All commands (words) in the dictionary obtained by viewing
the machine unit Codes programs using MONS4B.
** With a shift to the right are the words whose value has not
yet check when working with ADVENTURE 1.
Here and later in the game description and map use abbreviated
names of locations, so if you do not want to miss anything
important, carefully read and translate that will report to the
computer. Recall the difference in the notation. Bold italic
typed fragments describe locations and names of objects (eg, A
large set of keys) and the fact that in bold capital letters
(eg, TAKE LAMP) - a team that should be dialed using keyboard
and run into action by pressing ENTER. Your eyes, hands, etc.
The game will be Spectrum. You can manage teams of one or two
words, and these words can not type in full, as the program
draws attention only on the first four letters of each word.
And for the most common commands (eg, driving directions) to
specify all 1 * 2 letters. Valid reduction options listed in
the dictionary, which is located at the end of the description.
These cards include a maximum known to date information on
Adventure maze 1, but much remains to this over than have to
smash his head: found Not all the treasures, not all the
puzzles to solve, many Skrat from the eye passes left
undetected, etc. Fee charged for crossing the divide twice in
the entire game, ie, when you walk on the bridge first time,
and when you first come back. All other crossings over the
canyon would not you cost anything.
To pay for the passage (eg golden eggs), give the command THROw
EGGs, troll deftly catches your treasure and forever hidden
from our eyes.